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Removed green inversion for normal maps
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@ -109,7 +109,6 @@ float4 PS(PixelShaderInput input) : SV_TARGET
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}
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float3 Normal = NormalTexture.Sample(Sampler,input.UV).rgb;
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//Normal = float3(0.5, 0.5, 1);
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Normal.g = 1 - Normal.g;
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Normal = Normal * 2 - 1;
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Normal = normalize(mul(Normal,input.TBN));
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//Normal = input.Normal;
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